An Interactive Experience for users to understanding the imbalance situation in human brain.
https://www.ivydhuang.com/#/imbalance-of-human-brain/
The brain has a lot of diversity, in the terms of the type of cells that exist within it. It contain neurons that act as the main communication line. These neurons talked to each other using chemical and electrical signals. Amongst neurons, there are different cell types. The largest classification divides neurons into those that are excitatory and inhibitory. From our project, users will understanding this profound scientific knowledge with a very fun game and interactive with brainwave.
Playful Communication of Serious Research
]]>Find out your primate identity by exploring how diet relates to brain size.
https://docs.google.com/presentation/d/1p9m–GDioOaEck2RyDgeK_TvUNypArtHtOGRHI604Dk/edit?usp=sharing
Recent NYU research proposes that over evolutionary time, diet drives larger brain size in primates — not social pressures as originally thought. Learn how these findings might apply to humans, who like our primate cousins have exceptionally large brains, too! We will be exploring with a Brain interactive to have an introduction of the primates, and a Diet interactive as a fun game connected with Kinect to find out how primates find their food!
Playful Communication of Serious Research
]]>A game of twister, in the year 2100.
http://zhangjiyao.me/itp/spring2018/process-of-climate-change-twister/
A game of twister, adapted to be about a research paper 'carbon as a metric for the human'. The message of the project is that our lives will change because of climate change – we don’t know what will happen as the climate changes
but we’ll be living differently either because we mitigated it or because we didn’t. Modified from a traditional twister game, we try to use the way of twisting bodies to demonstrate the idea of us human making adaptions to this new world.
There are four rounds of the game. For each round, two players will be given a random scenario of the year 2100 and a question will be asked. Responding to the scenario and the question, both of the players need to choose an answer using a body part. After four rounds, they will finish choosing answers for four questions (how do they commute in 2100; how do they entertain themselves in 2100; what food do they eat in 2100 and what job do they have in 2100). Based on all the answers they choose, the game will generate a more detailed world and what kind of life they will be living in this world.
Playful Communication of Serious Research
]]>Our project, Search Divides Us, is an exploration of the hidden bias that can exist within search engines.
https://docs.google.com/presentation/d/1B0tKF0oEAEe67IPsKnQjqqs6w2ZDT7GRJqD12p-qfNk/edit?usp=sharing
The current architecture of the web encourages categorization. However, this categorization can negatively affect real world outcomes. In our exhibition, we would examine the pre-existing, technical, & emergent bias of web traffic segregation.
Homemade Hardware, Playful Communication of Serious Research, Subtraction, Tangible Interaction Workshop, Teaching as Art
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